OpenMW Nightly builds

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
EisigGefroren
Posts: 12
Joined: 10 Jan 2020, 07:32

Re: OpenMW Nightly builds

Post by EisigGefroren » 23 Mar 2020, 19:12

Alternative mirror for Nightlies on last or second last page.

CHANGELOG: (Skipped releases have no documented changes)

2020-05-25
--0.47.0--
  • Bug #5427: GetDistance unknown ID error is misleading
2020-05-23
--0.47.0--
  • Bug #5424: Creatures do not headtrack player
2020-05-20
--0.47.0--
  • Bug #5165: Active spells should use real time intead of timestamps
  • Bug #5415: Environment maps in ebony cuirass and HiRez Armors Indoril cuirass don't work
2020-05-15
--0.47.0--
  • Bug #5416: Junk non-node records before the root node are not handled gracefully
2020-05-13
--0.47.0--
  • Bug #2311: Targeted scripts are not properly supported on non-unique RefIDs
  • Bug #4774: Guards are ignorant of an invisible player that tries to attack them
  • Bug #5108: Savegame bloating due to inefficient fog textures format
2020-05-10
--0.47.0--
  • Bug #5400: Editor: Verifier checks race of non-skin bodyparts
2020-05-01
  • Removed: Bug #5300: NPCs don't switch from torch to shield when starting combat
2020-04-25
  • Removed: Bug #5105: NPCs start combat with werewolves from any distance
--0.47.0--
  • Bug #5370: Opening an unlocked but trapped door uses the key
2020-04-21
--0.47.0--
  • Bug #1952: Incorrect particle lighting
  • Bug #3676: NiParticleColorModifier isn't applied properly
2020-04-14
--0.47.0--
  • Bug #5358: ForceGreeting always resets the dialogue window completely
  • Bug #5363: Enchantment autocalc not always 0/1
  • Bug #5364: Script fails/stops if trying to startscript an unknown script
  • Bug #5367: Selecting a spell on an enchanted item per hotkey always plays the equip sound
  • Bug #5369: Spawnpoint in the Grazelands doesn't produce oversized creatures
  • Feature #5362: Show the soul gems' trapped soul in count dialog
2020-04-08
  • Feature #4944: Pause audio when OpenMW is minimized
  • Feature #5201: Editor: Show tool outline in scene view, when using editmodes
  • --Section for 0.47.0 added--
2020-04-05
  • Bug #5163: UserData is not copied during node cloning
  • Bug #5350: An attempt to launch magic bolt causes "AL error invalid value" error
  • Bug #5352: Light source items' duration is decremented while they aren't visible
2020-03-31
  • Bug #5345: Dopey Necromancy does not work due to a missing quote
2020-03-28
  • Bug #5326: Formatting issues in the settings.cfg
2020-03-27
  • Bug #5328: Skills aren't properly reset for dead actors
2020-03-24
  • Bug #4601: Filtering referenceables by gender is broken
  • Bug #5313: Node properties of identical type are not applied in the correct order
  • Feature #5274: Editor: Keyboard shortcut to drop objects to ground/obstacle in scene view
2020-03-22
  • Feature #5114: Refresh launcher mod list
2020-03-21
  • Feature #4708: Radial fog support
  • Feature #5314: Ingredient filter in the alchemy window
2020-03-12
  • Feature #5304: Morrowind-style bump-mapping
2020-03-09
  • Bug #5308: World map copying makes save loading much slower
2020-02-26
  • Bug #4493: If the setup doesn't find what it is expecting, it fails silently and displays the requester again instead of letting the user know what wasn't found.
  • Removed: Feature #1415: Infinite fall failsafe
2020-02-25
  • Bug #5300: NPCs don't switch from torch to shield when starting combat
  • Feature #4831: Item search in the player's inventory
  • Feature #5172: Editor: Delete instances/references with keypress in scene window
Last edited by EisigGefroren on 25 May 2020, 09:34, edited 13 times in total.

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easygamer82
Posts: 9
Joined: 01 Nov 2018, 23:15

Re: OpenMW Nightly builds

Post by easygamer82 » 03 Apr 2020, 09:26

So...Have the Nightlys stopped? It has been over one week since the last one. Cheers. 8-)
One cool dude...Or so they say. 8-)

EisigGefroren
Posts: 12
Joined: 10 Jan 2020, 07:32

Re: OpenMW Nightly builds

Post by EisigGefroren » 03 Apr 2020, 09:43

Everytime it delays, I hope it's the last testing phase of the beta-release. Multiple times now.
Maybe 0.46 beta had to be extensive cause of it will be the last beta release. I suppose. I'm not the inventar.

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lysol
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Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: OpenMW Nightly builds

Post by lysol » 03 Apr 2020, 10:03

Ace reported there were some issues with the server or something like that. He'll fix it when he can.
EisigGefroren wrote:
03 Apr 2020, 09:43
Everytime it delays, I hope it's the last testing phase of the beta-release. Multiple times now.
Maybe 0.46 beta had to be extensive cause of it will be the last beta release. I suppose. I'm not the inventar.
OpenMW is not in beta, we don't use that term (yet, at least). OpenMW will get the 0.46.0 release out as soon as Zini or psi29a says so, basically. Once they say go, there will be some release candidate builds made, and if they're all fine, the release is good to go.

The delay of 0.46.0 is purely has nothing to do with slower development (because if anything, development has been faster than usual), it has more to do with Zini being gone for a long time. He has returned now though.

If 0.46.0 will be the last release before 1.0 or not is for Zini to decide. OpenMW could perhaps be ready for 1.0 soon-ish, but OpenMW-CS is not. So the question is, do we split up OpenMW and OpenMW-CS, or do we delay 1.0 until the CS has caught up?
Normal mapped texture replacers, exclusive for OpenMW:
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psi29a
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Re: OpenMW Nightly builds

Post by psi29a » 03 Apr 2020, 11:20

Something broke with the windows nightlies... happens from time to time. Thanks for letting us know, and no, it doesn't have anything to do with a release.

0.46 just keeps getting bigger and bigger the longer we wait to pull the trigger for release.

At this point... something keeps being worked on, and we say... that's cool, that should go in, while the work on a feature is being done there are also bug fixes coming in. I guess at some point we have to say... alright, release time. Lack of release does not mean that OpenMW isn't being worked on, have a look github/gitlab. ;)

We really don't have a sense of urgency because we have nightlies that people can try which are like rolling releases.

If anything OpenMW, itself, as it stands... has already met all our original goals (1:1 vanilla Morrowind replacement) so I'm not even sure if alpha/beta/whatever even applies to OpenMW or open-source in general, we just keep moving on one release at a time.

EisigGefroren
Posts: 12
Joined: 10 Jan 2020, 07:32

Re: OpenMW Nightly builds

Post by EisigGefroren » 03 Apr 2020, 11:33

OpenMW is not in beta, we don't use that term (yet, at least). OpenMW will get the 0.46.0 release out as soon as Zini or psi29a says so, basically. Once they say go, there will be some release candidate builds made, and if they're all fine, the release is good to go.

The delay of 0.46.0 is purely has nothing to do with slower development (because if anything, development has been faster than usual), it has more to do with Zini being gone for a long time. He has returned now though.

If 0.46.0 will be the last release before 1.0 or not is for Zini to decide. OpenMW could perhaps be ready for 1.0 soon-ish, but OpenMW-CS is not. So the question is, do we split up OpenMW and OpenMW-CS, or do we delay 1.0 until the CS has caught up?
I strongly suggest to split as it should remain in connection with the whole project. Important psychological level. This would make the job on 1.0+ run better. It's meaned as advice.

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Jemolk
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Re: OpenMW Nightly builds

Post by Jemolk » 03 Apr 2020, 19:22

By the way, for the PPA: Using Linux Mint 19.3, the daily PPA build is no longer working properly. It attempts to forcibly uninstall OpenMW, and reinstalling the package says it's missing a dependency which is, in fact, installed, and which I can't safely remove to tinker with because other things I use are also dependent on it. Not sure if this is anywhere near enough to let people track down the issue, but I'm kinda at my wit's end on this one.

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DecumusScotti
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Joined: 08 Jul 2016, 17:26

Re: OpenMW Nightly builds

Post by DecumusScotti » 03 Apr 2020, 23:56

EisigGefroren wrote:
03 Apr 2020, 11:33
So the question is, do we split up OpenMW and OpenMW-CS, or do we delay 1.0 until the CS has caught up?
I strongly suggest to split as it should remain in connection with the whole project. Important psychological level. This would make the job on 1.0+ run better. It's meaned as advice.
Feels like the sentiment about that has shifted a bit. I'd also prefer seeing a 1.0 release independent of the CS, but hey, I'm not a dev here. Whose call will that be, anyway? I just feel like it would generate loads of publicity. And I think many people still don't understand semantic versioning and think 0.46 is below 50% :D

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psi29a
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Re: OpenMW Nightly builds

Post by psi29a » 04 Apr 2020, 00:02

Jemolk wrote:
03 Apr 2020, 19:22
By the way, for the PPA: Using Linux Mint 19.3, the daily PPA build is no longer working properly. It attempts to forcibly uninstall OpenMW, and reinstalling the package says it's missing a dependency which is, in fact, installed, and which I can't safely remove to tinker with because other things I use are also dependent on it. Not sure if this is anywhere near enough to let people track down the issue, but I'm kinda at my wit's end on this one.
Interesting... hit me up on discord or PM and we can figure this out.

What is the dependency? To be fair, we do not officially support Mint, just Ubuntu... though it should 'just work'. It could be that mint has changed something.

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Jemolk
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Re: OpenMW Nightly builds

Post by Jemolk » 04 Apr 2020, 17:06

So...PSI and I got my problem figured out. Turns out, Mint isn't giving out a fully up-to-date version of LibSDL. Needed a newer one for the builds of OpenMW. Thanks to PSI, that version can now be gotten from the PPA, so everything's working now!

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